2.5: Make shade smooth/flat operators consistent,
[blender-staging.git] / source / blender / editors / mesh / mesh_ops.c
index cfe8dd4352d86182a1640c652af4bd2267ef88fb..8ed68d5cd2060f5a821faf19c2b5e258c912f285 100644 (file)
@@ -147,7 +147,7 @@ static int face_specials_invoke(bContext *C, wmOperator *op, wmEvent *event)
        uiItemO(layout, NULL, 0, "MESH_OT_flip_normals");
        // uiItemO(layout, "Bevel", 0, "MESH_OT_bevel"); // bevelmenu(em)
        uiItemO(layout, NULL, 0, "MESH_OT_faces_shade_smooth");
-       uiItemO(layout, NULL, 0, "MESH_OT_faces_shade_solid");
+       uiItemO(layout, NULL, 0, "MESH_OT_faces_shade_flat");
        uiItemO(layout, NULL, 0, "MESH_OT_quads_convert_to_tris");
        uiItemO(layout, NULL, 0, "MESH_OT_tris_convert_to_quads");
        uiItemO(layout, NULL, 0, "MESH_OT_edge_flip");
@@ -205,7 +205,7 @@ static int specials_invoke(bContext *C, wmOperator *op, wmEvent *event)
        uiItemO(layout, "Smooth", 0, "MESH_OT_vertices_smooth");
        // uiItemO(layout, "Bevel", 0, "MESH_OT_bevel"); // bevelmenu(em)
        uiItemO(layout, NULL, 0, "MESH_OT_faces_shade_smooth");
-       uiItemO(layout, NULL, 0, "MESH_OT_faces_shade_solid");
+       uiItemO(layout, NULL, 0, "MESH_OT_faces_shade_flat");
        //uiItemO(layout, "Blend From Shape", 0, "MESH_OT_blend_from_shape");
        //uiItemO(layout, "Propagate to All Shapes", 0, "MESH_OT_shape_propagate_to_all");
        uiItemO(layout, "Select Vertex Path", 0, "MESH_OT_select_vertex_path"); 
@@ -284,7 +284,7 @@ void ED_operatortypes_mesh(void)
        WM_operatortype_append(MESH_OT_tris_convert_to_quads);
        WM_operatortype_append(MESH_OT_edge_flip);
        WM_operatortype_append(MESH_OT_faces_shade_smooth);
-       WM_operatortype_append(MESH_OT_faces_shade_solid);
+       WM_operatortype_append(MESH_OT_faces_shade_flat);
 
        WM_operatortype_append(MESH_OT_delete);